STREETWISE (CUNNING)
Life on the galaxy's fringe—and in the less savory por- tions of the Core Worlds—is filled with treachery. A stranger can seldom be trusted, and a friend might turn traitor for the right compensation. Those who manage to survive in such an environment soon learn to recognize the warning signs that come with danger as well as those that might signal an opportunity. Knowing where to go for help when times are hard can be just as important as knowing how to avoid an unwinnable confrontation.
The Streetwise skill represents the instinctive under- standing that comes from a lifetime of such experienc- es. While a few manage to learn the signs and develop a gut instinct through careful study and association with those who have lived this hard life, most come about this information through the school of hard knocks. If a character expects to thrive within the complex network of the criminal underworld, he must learn to speak its language and recognize the roles of those involved.
If a character is looking for a merchant who special- izes in unsavory goods or illicit services, such a mer- chant may be located through a Streetwise check.
SKILLS
'EDGE OF THE EMPIRE
• Streetwise represents a character's instinct for how to pick up on subtle cues from the language and attitudes of those who operate outside of legal structures. It may be used to understand subtle references withinconversations.
• When dealing with criminals or underworld ele- ments, knowing how to approach them and open a conversation without coming across as a threat uses Streetwise.
Generally, Knowledge (Underworld) governs specific information and facts involving criminals and under- world elements. Streetwise governs how to use that in- formation effectively, and how to operate in any crimi- nal environment. Extra & on a Streetwise check may be used to reduce the time or funds required to obtain the item, service, or information sought.
O may reveal additional rumors or alternative sources that can be used to find something. may be spent to earn the character a semi-permanent con- tact on the street, someone to whom the character may turn for information regularly with a reasonable assurance of trust.
The GM may spend <§) generated during a Street- wise check to seed the gathered information with minor falsehoods, representing the ever-changing nature of in- formation passed by word of mouth on the street. ^ may be spent to represent a character letting slip details about himself or the information he seeks, information that may be picked up by an adversary.
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SKULDUGGERY (CUNNING)
Skulduggery encompasses a broad range of skills that are crucial to performing criminal actions. These include the physical abilities to perform a crime as well as the mental familiarity with different techniques. This includes picking pockets and locks, breaking into and out of se- cure facilities, sleight of hand, disguise, setting traps, and other mischievous actions. At the Came Master's discre- tion, a particular Skulduggery check may use Agility in- stead of Cunning, to reflect a more physical approach.
If a character attempts to pick a lock or pocket, he often uses Skulduggery. Some electronic locks could require Computers or Skulduggery, or both.
Once an imprisoned character slipped his bonds using Coordination, escaping from a cell depends upon Skulduggery for picking locks and avoiding security.
Identifying the most vulnerable aspects of a secu- rity scheme can be nearly intuitive for a character that has become practiced in Skulduggery.
Skulduggery is often opposed by a target's Percep- tion. In instances where another character is not di- rectly involved, the quality of the object being over- come should determine the degree of difficulty.
One or more ^ on a Skulduggery check should indicate additional insights that the acting character gained about the nature of his opposition. This might suggest that the thief could better plan his strategy against the current foe to avoid future complications.
A character may spend O earned on a Skuldug- gery check to identify an additional potential target, or gain additional items. Perhaps as the characters make good their escape, they discover their oppo- nent's cache of antique weapons. A ($) may be spent to earn the character a boon he had not expected. In such cases, the value of the item stolen might exceed his expectations, and might also provide vital infor-
mation. When using Skulduggery to pick a lock, the character might devise a near permanent means of overcoming the lock, perhaps by crafting a makeshift key or by gettingaccess to the actual key itself.
By generating <§) during a Skulduggery check, a char- acter gives the CM the opportunity to catch him imme- diately after the act. Depending on the amount of Threat spent by the CM, the character will be in varying degrees of danger; the more Threat, the more immediate the dis- covery and ensuing danger. The CM may spend ^ to cause the character to leave behind some evidence of his larceny. Perhaps a recognizable piece of adornment, such as the character's heirloom ring, slips off into the target's pocket as the character attempts to pick it.
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RANGED (HEAVY) (AGILITY)
When firing upon a target from range, weapons that are held with two hands offer a more sta- ble firing platform than those which are held in a single hand. These also often have longer barrels, providing a con- sistent fire pattern out to a much longer range. In the larger space required for such
armaments,
designers can often include a significantly larger ammunition reserve and may also make the weapon far more potent
than smaller weapons. This combination can yield weap- ons that are substantially more
deadly and more accurate.
There are countless varieties of rifles used throughout the gal- axy. Some are simple slugthrowers, while common blaster rifles range in size from carbines to extended barrel sniper rifles. There are also a number of unique weapons, such as the Wookiee bowcaster. Any of these different weapons depend upon the Ranged
(Heavy) skill in their operation.
In addition to combat uses, Ranged (Heavy) weapons are commonly used for hunting purposes. Because of this, these types of weapons are seen on frontier worlds far more frequently than Ranged (Light) weapons. Characters who are focused on their wilderness survival skills may prefer the ad- ditional range that a rifle offers when confronting predators.
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Ranged (Heavy) weapons inflict wounds upon tar- gets by default. A subset of the weapons in this category may have a stun option, as do some specialized stun-only weapons.
Ranged (Heavy) check difficulties are determined by the distance to the target. The difficulty may be modified by maneuvers the character makes and specific combat situational modifiers as described in Chapter VI: Conflict and Combat.
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PERCEPTION(CUNNING)
Characters must often maintain a careful awareness of their environment. Subtle cues can hint at imminent danger or unexpected advantage. The Percep- tion skill represents the character's constant, passive state of awareness. This is how a character notices concealed or subtle cues when he is not actively seeking them out. The skill is critical for anyone who faces dangers on a regular basis—whether they are in the wilds of a frontier world or among the urban jungle of a sprawling city.
Note that Perception encompasses all of a character's natural senses. Humans without cybernetic augmentation are limited to five. However, many alien races have additional means to perceive their surroundings.
If a character is unprepared for a trap or an ambush, he may have an opportunity to make a Perception check to avoid being surprised. Alternatively, this might oppose an attacker's Stealth check.
Opposed Skulduggery checks are often opposed by a target's Perception.
Perception may be checked any time the character has an opportunity to notice a subtle clue—an overheard conversation, the stink of a Jawa, or a drug introduced to their beverage.
Perception can be used in surveillance situations, where the user is trying to observe an unaware target from a distance.
Perception may be opposed by skills used for concealment or might have a difficulty set by the environment. The noise of a loud factory could conceal a conversation just as a spicy drink might prevent a character from noticing a poison.
Extra & on a Perception check may be spent to reveal additional details. Perhaps the character recognized the speaker's accent, the pigments involved in a counterfeit artwork, or the number of attackers lying in ambush.
An O may be spent to recall additional information associated with the object noticed. Perhaps a passing familiarity with a field of study represents the reason why the character initially realized that something was out of place. A ($ may be spent to notice details that can be usefull later, so characters can gain on future interactions with the noticed element.
<§) resulting from a Perception check may be spent by the CM to conceal a vital detail about the situation or environment from the character. A ^ may be spent to cause the character to obtain false information about his surroundings or the target in question.